- Armor Class
- Hit Points
- 31 (7d8)
- 30 ft., fly 50 ft. in raven and hybrid forms
- STR 10 (+0)
- DEX 15 (+2)
- CON 11 (+0)
- INT 13 (+1)
- WIS 15 (+2)
- CHA 14 (+2)
- Insight +4, Perception +6
- Damage Immunities
- bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
- passive Perception 16
- Common (can’t speak in raven form)
- 2 (450 XP)
Shapechanger. The wereraven can use its action to polymorph into a raven-humanoid hybrid or into a raven, or back into its human form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its human form if it dies.
Mimicry. The wereraven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.
Multiattack (Human or Hybrid Form Only). The wereraven makes two weapon attacks, one of which can be with its hand crossbow.
Beak (Raven or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage in raven form, or 4 (1d4+2) piercing damage in hybrid form. If the target is humanoid, it must succeed on a DC 10 Constitution saving throw or be cursed with wereraven lycanthropy.
Shortsword (Humanoid or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.
Hand Crossbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage.